Chef Archive
Thread: Top Chef issues (11/12/2004)
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Ankor
Sun Nov 14, 2004 12:20 pm
#14
you hit all the right notes, but I'd reprioritize.
I think non-serialed components and larger component crate sizes should be our two top-ranked improvement requests.
Barrels and Wookie Apron are our two most important bug fixes. (mostly due to how long-standing they are rather than severity, particularly in the case of barrels).
Rounding out the top 5 I'd lump "fixing broken foods" into one category. Smuggler's, Havla, Garrmorl etc.
I think non-serialed components and larger component crate sizes should be our two top-ranked improvement requests.
Barrels and Wookie Apron are our two most important bug fixes. (mostly due to how long-standing they are rather than severity, particularly in the case of barrels).
Rounding out the top 5 I'd lump "fixing broken foods" into one category. Smuggler's, Havla, Garrmorl etc.
Mayor_Woosh
Mon Nov 15, 2004 7:52 pm
#15
While I agree that the whole BE additive thing is annoying they need to be revamped as a profession also. I really cant think of any reason to be a BE in the current form of the game. Big deal you can make pets. The creature handlerprofession is almost nonexistant. AllBEs really have is their food additives. But I am rambling about what is basically two other profession issues.
What I really detest about BE food additives is not dependancy on them. Its having to waste factory time cooking the damn things and keeping water stocked. I think removing that part would be a big step in the right direction.
golfingtx
Tue Nov 16, 2004 3:38 am
#16
I can't imagine changing the BE part of chef. Everyone would be a chef if the tissues did not exist or was even lowered in importance. I see so many people grind to master chef thinking they are going to make tons of money only to drop it a couple of weeks later due to the need of a BE to supply the tissues. This is a good thing. If every schmuck can make the same foods that a dedicated crafter can make because it only depends on a shift of beans or whatever and no cooperation between other crafters, you will see a huge exodus from this profession. And I'm talking about the veteran chefs---the forum leaders.
Don't close the gap between BE enhanced foods and regular foods.
S l i n g b l a d e
Radiant's proud new 12 Point Chef
Slingblade Sales 50, -5480 Coronet
Ylara
Tue Nov 16, 2004 11:39 am
#17
Honestly, why bother? Factory issues have been there since launch. Barrel issue has been there since barrels were introduced. Crate sizes are a nightmare. Casks do not work properly for mandalorian wine. Today's patch further buggered crafting because we now have to scroll about twice as much as before.
I'm fed up with being asked for feedback that no one listens to. All of the above issues have been reported here and in game multiple times and nothing happens. So the top issue, in my opinion: complete and utter disregard for customers.
Aph/Infinity.
I'm fed up with being asked for feedback that no one listens to. All of the above issues have been reported here and in game multiple times and nothing happens. So the top issue, in my opinion: complete and utter disregard for customers.
Aph/Infinity.
Cubsfan22
Thu Nov 18, 2004 8:57 pm
#18
+Force regeneration for Jedi.
This would be very very nice. I could rich just off this alone!!!!
If you can get this implemented, I will buy you a case of beer, hire some strippers and whatever else you desire. I am tired of destroying half crates of Dough, alcohol, Trim and so on. This change should be implemented for all professions for anything the subcomponent has no effect on. (Then again, the drink containers do have an affect and yet serial numbers do not matter)
Ylara
Sat Nov 20, 2004 1:10 am
#19
Why fix anything for crafters? There are still new bugs to be introduced.
Yes, I'm well and truly fed up with issues not being addressed.
Aph/Infinity
Yes, I'm well and truly fed up with issues not being addressed.
Aph/Infinity
Balin76
Tue Dec 28, 2004 5:13 am
#20
I don't have one, so I could be wrong, but wasn't the wookiee apron thing fixed in a recent publish/patch/hotfix? At least, didn't I see some note about it? So maybe ALL hope is not lost.... then again, maybe it is.... List generically looks good to me. I'd like to see the stack sizes and serial numbers a bit higher, but that's probably a lot more wishful thinking. Plates would be great too... (but as optional please!)
Qbx9
Fri Dec 31, 2004 11:15 pm
#21
1.) QUIT MAKING EMPTY PROMISES ANDSTART DOING SOMETHING!
2.) SEE NUMBER 1.)
3.) SEE NUMBER 1.)
4.) SEE NUMBER 1.)
5.) SEE NUMBER 1.)
Okay, now that "you who says there is going to be something done within the next 10 years" actually sees the REAL TOP 5 ISSUES do you think you can actually do anything about it? I won't hold my breadth.
But since we are all here in FANTASY LAND I well enjoy myself and continue on.
SONY might want to actually think about making ChefFUN.
My idea of fun would not include spending 80% of my time dragging items from myhouse to my factories to myvendors ALL ONE AT A TIME. I have 2700 full crates of food on my vendor and it's a royal pain the arse manageing the process of making and selling those crates let alone trying to keep up with the demand for Brandy, Bivoli, Ahrisa, Canape, and Vercupti. At this point I'm turning out roughly 200 fullcrates of an item every 4-6 days depending on if the item needs a Light BE additive or Heavy BE additive and role I have to take as a "Chef" to keep up with this demand is, well, not too exciting.
6.) Request: Item management UI: add multi-item drag and drop The abilityto select multiple items from my inventory and drop them in a factory withONE drag and drop, as well as, the ability toselect and pick up multiple items from a factory and place them into my inventory. SONY this is such a no-brainer I can't even begin to understand what the "story board" teams on the SWG dev staff were doing... did SONY serve alcohol/"drugs" on the day the dev team was supposed to be desiging the Item Management system? I mean I've actually fallen asleep in my chair trying to move items to and from my houses, factories, and vendors on MULTIPLE occasions. If SONY's idea was to put their clients to sleep while they entertain themselves with this game they've succeded!
7.)Request: The ability to place multiple items up for sale on my vendorall for the same price.Instead of having to sell one crate of food at a timewouldn't it be obvious that youmight want to sell 40 items of the same thing at the same time just once. I'll rephrase this just so I can make sure I get it right for you all... If I had 20 full crates of Havla with the same exact stats I need the ability to select all 20 of those crates and place them for sale individually for the same price on my vendor. I.E. have 20 sales each crate at the same price. The differnce is that I don't have to go through the long process of selling each one 20 times. I can go through the process of selling all 20 ONCE since they are all the same price. Oh and DON"T FORGET TO DO THIS FOR THE STOCKROOM ITEMS.
8.) Request: Remove identical serial number requirement for subcomponents that do not affect final item stats. This functionality already exists for drink container components (small glasses, large glasses, and casks). Since food components have no effect on the final food (they act solely as a resource / factory time sink), there is no real benefit to be gained from using components from different factory runs, other than allowing us to use up "orphan" crates. HASANYONE AT SONYACTUALLY EVER TRIED TO MAKE 200 CRATES OF BESPIN PORT AT ONCE? I SERIOUSLY DOUBT IT!!
9.) Request: Increase crate size (at least for subcomponents). Storage space and factory hopper manipulation gets tedious for the current 25 item crates. If crate size can be increased, this would make the lives of crafters easier, as well as reducing the number of world objects that are stored in the database. I would also love it if there was a way to store resources in maybe a special storage vendor made just for retrieveing your resources.. no sales would take place on it and no items need be placed on it as far as I am concerned except for resources.
10.) Request: Come in game, visit my vendors and then understand why the current vendorsystem needs help when trying to buy something. I am Chef. I have a Chef vendor. You are not going to be buying Armor on my Chef vendor. Please give my clients the ability to find foods or drinks on my vendor. Searching through 27 pages to find Brandy on the last pageis no "fun". One idea would be to have a Merchant specify a vendor as a "Chef" vendor. This would allow clients to have a different set of menus on the left to filter on. Instead of filtering on "Armor" they could filter on "Food" (as opposed to "Drink") and then under the "Food" tree they could pick a food they are looking for and see only those foods on the vendor. I know, I know, its tough to actually come up with these idea's so we don't blame you SONY.
11.) Bonus Request: Add numeric field to fill bar in character sheet. It's difficult to determine filling based only a bar graph.
SNAP! BACK TO REALITY!!!!!
Now everyone prepare for a few color upgrades to your foods so that Citros Snow Cake looks different from Won-Won's (Oh boy I can't wait! NOT!) and maybe a food or two different with more worthless attributes so that we can be told "See we did something for you!".
Crazy
McSnackbar
Sat Jan 01, 2005 8:33 am
#22
I just want to say that i feel this one is fairly important, im sick of drag and dropping 
Feature Request: Item management UI: add multi-item drag and drop
Qbx9
Sat Jan 01, 2005 1:13 pm
#23
P.S.
NOTICE MY LIST DOES NOT INCLUDE ANYTHING ON YOUR "TOP 5" LIST!!!
LokiLAC
Thu Apr 07, 2005 8:47 pm
#25
Bug : Vercupti's quantity experimentation line has no effect at all.
Message Edited by LokiLAC on 04-07-2005 08:48 PM
EvilSockPuppet
Sat Apr 16, 2005 11:55 am
#26
I would like to see chefs be able to diveristize a lil more. What I mean by that is its too easy to make one food but hard to make lots. For example.
I just need to buy 200k good berries, 500k good fruit, 2 mil gemstone, 200k fiberplast, 50k inert petrochem, 200k random cereal for alcohol, and 150k water.
Then I make 6 schems for each thing, stick em in my factory. When its done, I will replace it with another thing, until I am done.
And with a 12 point chef, BE toon and 20 mil, I can practically make 400 crates of really good brandy, if I sell em all for 125k each (they sell pretty quick at this price) then I would make 50 mil, 30 of it being profit.
So basically, by spending 2 hours shopping and about 20 minutes a day making schems and mixing up my factory schems... I can make 30 mil profit every week.
But if I were to run 40 crates of steaks, thak, ahrisa, vercupti, snow cake, pikatta pie, and whatever other food people like, it would take me about 4 hours a day, a lot more shopping, and just be a pain in the ass to get the same amount of profit. Course my vendor would sell out faster but thats besides the point.
I just need to buy 200k good berries, 500k good fruit, 2 mil gemstone, 200k fiberplast, 50k inert petrochem, 200k random cereal for alcohol, and 150k water.
Then I make 6 schems for each thing, stick em in my factory. When its done, I will replace it with another thing, until I am done.
And with a 12 point chef, BE toon and 20 mil, I can practically make 400 crates of really good brandy, if I sell em all for 125k each (they sell pretty quick at this price) then I would make 50 mil, 30 of it being profit.
So basically, by spending 2 hours shopping and about 20 minutes a day making schems and mixing up my factory schems... I can make 30 mil profit every week.
But if I were to run 40 crates of steaks, thak, ahrisa, vercupti, snow cake, pikatta pie, and whatever other food people like, it would take me about 4 hours a day, a lot more shopping, and just be a pain in the ass to get the same amount of profit. Course my vendor would sell out faster but thats besides the point.
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